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FFREELANCEREELANCETTRAVELLERRAVELLERThe Electronic FanThe Electronic Fan--Supported TravellerSupported TravellerMagazine and ResoMagazine and Reso
Issue 070October 2015
Featured Article:
The Nightstalkersby Michael Brown
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e Travellergame in all forms is owned by Far Future Enterprises. Copyright 1977 - 2015 Far Future Enterprises. Travelleris a
registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this no-
tice, that Far Future is notied, and subject to a withdrawal of permission on 90 days notice. e contents of this document and associ-ated web site are for personal, non-commercial use only. Any use of Far Future Enterprisess copyrighted material or trademarks any-
where in this document or on the Freelance Travellerweb site and its les should not be viewed as a allenge to those copyrights or
trademarks. In addition, any program/articles/le in this document or on the associated web site cannot be republished or distributed
without the consent of the author who contributed it.
All articles in Freelance Traveller, whether in the magazine or on the web site, are copyright by their respective authors, and may
not be reproduced elsewhere without the express permission of the author and Freelance Traveller (Freelance Travellers policy is to
grant permission if the author has done so, has explicitly released the article to the public domain or under a Creative Commons li-
cense, or has notied us that s/he will do either). Freelance Travellerwill not give out contact information for our authors without their
specic permission on a case-by-case basis, but will where possible pass on requests for initial contact.
A Note About ProductionFreelance Travelleris prepared using Microsoft Oce Publisher running on a Windows Ultimate
x system. e program is reasonably easy to use, and produces good results with moderate eort; it also
supports advanced typographic features su as typographic quotes and apostrophes, small caps, liga-tures, swashes, and stylistic alternatives (if the advanced features are implemented in the font). Generation
of the PDF les is built in to this version of Microsoft Oce; no additional products are needed.
e title and heading typeface is ZapfHumanist BT, a Bitstream adaptation of Hermann Zapfs digital
redesign of his hot lead typeface Optima, osen as a tie-ba to the title typeface of the original edition
of Traveller. e bla-and-orange of the section headings is also a tie-ba to Travellers origins, though we
felt that the correct red was too dark. e heading sizes vary from to points. Body text is set in
Palatino Linotype, also designed by Hermann Zapf, and is set at points for most body text, giving ap-
proximately the same text spacing as Times New Roman at point (whi was the original Freelance Trav-
ellerbody text), but a lighter color. Palatino Linotype also balances beer as a body text typeface to Opti-
ma as a titling typeface.
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1
As I write this, it is only about two
days until the start of TravellerCon/
USA, and lile more than a day and a
half before I leave to get there. at
means that this issue of Freelance Traveller is some-
thing over a week later than I had planned, but life
is like that, sometimes.
And, unfortunately, life has been like that for a
while. Im not sure I actually got a single issue this
year out on time, where on time is dened as
the last weekend of the month before the date of
the issue. So, Ive been doing some hard thinking,
and come to a decision that someperhaps many
of my loyal readers may disagree with, possibly
even be upset about:
is is going to be the last monthlyissue of Free-
lance Traveller.
e next issue is being targeted for posting dur-
ing the last weekend of November, and will be dat-
ed November/December 2015. As past double issues
have done, it will carry two numbers, 071 and 072.
e following issue will be targeted for the last
weekend of January, 2016, and will carry a cover
date of January/February 2016. It, however, will car-
ry a single issue number, 073, and at that point, will
be on an alternate-month sedule, with issue 074
being the Mar/April 2016 issue, and so on.
Overall, though, I dont intend for you to lose
out; the standard issue size will be increased
from 28 pages to 56, or possibly even 64, and I have
no intention of reducing either the quantity or quali-
ty of material that I pull together for you.
Having said that, its time for me to remind you
that good material only happens if people send it to
me, or point me at it (e.g., on your blog or personal
website). Any section of Freelance Traveller is fair
game, and all of them can use more material. Id re-
ally like to see more reviews, especially of recent
material; articles for Less Dangerous Game, the Lab
Ship, and the Prep Room would also be especially
welcome. And artwork, especially cover-suitable art.
Send them to the usual place, with my thanks.
From the Editor
Contents
Freelance Traveller#070: October 2015
Editor:Je Zeitlin
Contributors:Je Zeitlin, Miael Brown,
Andrea Vallance, Timothy Collinson,
kaa, Ri Ostorero, Peter Arundel,
Miael Gilliam, Rob Eaglestone
Artwork
Cover:DeviantArt member cgartiste, under
a no-restrictions, no-credit-required license.
From the Editor:Je Zeitlin
Critics Corner:Mongoose Publishing, from
the Walmart website; Gypsy Knights Games,
from the DriveruRPG website.
Freelance Travelleris published monthly in
PDF form by the editor. e current issueis available from Freelance Travellers web-
site, hp://www.freelancetraveller.com.
From the EditorJe Zeitlin ....................................................................................................................................
Critics Corner
: Grendelssaga reviewed by kaa..............................................................................
Career Companion reviewed by kaa ................................................................................
Active MeasuresNightfall by Miael Brown.......................................................................................................
Comet Busters by Miael Gilliam..........................................................................................
Kurishdame Club Room: e Nightstalkers by Miael Brown ........................................................
Raconteurs Rest
Funny Fish: Changes of Mind by Andrea Vallance ..............................................................
Lost Diaries #: e Last Cargo by Rob Eaglestone ..............................................................
Confessions of a Newbie Referee: A Column by Timothy Collinson#: Tsundoku .........................................................................................................................
Doing It My WayA G.I. Bill for Marc Millers Traveller by Ri Ostorero ....................................................
In A Store Near YouArms Bazaar: Foam Armour Trading/Coherent Weapons Systems by Peter Arundel ...
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2
is review originally appeared on rpg.net I April 2015 and is reprint-
ed here with permission.
Previously sold as separate linked PDF adven-
tures, Grendelssagabrings these separate adventures
together in one place in an impressive tour de force
mini-Campaign centred on the insignicant, unex-
plored, largely uninhabited world of Grendel. Gren-
del seems inconsequential because of the la of a
viable biosphere for either humans or the aliens that
populate the 2300 seing. However, what starts
with a rescue mission reveals that this world holds
more promise than previously understood, whi in
turn unambiguously shows that hard SF can be just
as riveting and dramatic as space opera.
As with all my reviews of adventures, there will
be no spoilers Grendel is not just an outpost or
desolate ro; it is a site of active exploration and
discovery by humans in the 24th century. And, thatis the root of 2300: to go where no sentient has
gone before the thrilling journey of discovery of
mankind among the stars. e lush garden worlds
may seem to oer more in the way of intrigue and
mystery and unquestionably loads of interpersonal
transactions but it is often the isolated or aban-
doned locations that hold the most enigmas in Trav-
eller (or any other RPG). ats why one frequents
that Keep on the Borderlands, not bypassing it for the
more exciting locale of the capital city. It is what
makes Mar del Plata more interesting than Buenos
Aires (or Tbilisi versus Moscow, Glasgow than Edin-
burgh, Oia over Athens, etc.) the possibility and
anticipation that something new and undiscovered
is just waiting to happen, where authority is thin
and ordinary people can truly become heroes. Su
encounters may be eeting or temporary; neverthe-
less, they remain more memorable than the cacoph-
Critics Corner
ony of bright lights and noisy streets of the capital.
Both are equally important locales in any Traveller
game (or other RPGs) but adventureusually hap-pens in the borderlands and the shadows.
Grendelssaga does oer a lile of the lights and
streets of a Buenos Aires (not a Rio de Janeiro or
even a Miami, let alone a New York, London or Ath-
ens) in the form of a visit to Beowulf in the second
adventure (assuming they survive the rst part). Be-
owulf is a lush garden world where the nations of
Earth have established a rm foothold, giving a
players a bit of a reprieve before embarking ba
again to Grendel. is opportunity gives Referees a
ance to explore the nuances of the 2300universe
it is both metropolitan and cosmopolitan, and also
contains vast tracts of wilderness and fundamentally
extraterrestrial places, ea feeding a sense of won-
der in a dierent way. Dunn has done a wonderful
job in describing both locales accompanied by
breathtaking yet problematic (see below) graphics.
Beyond simple UWP stats, ea world must have a
(Continued on page 3)
2300AD: Grendelssaga
Reviewed by kaa
2300: Grendelssaga. Colin Dunn
Mongoose Publishing hp://www.mongoosepublishing.com
136pp., hardcover
US$24.99/UK16.99
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3
aracter or history, whi accounts for its develop-
ment both as a Mainworld and as a Colony. And
Dunn has prepared an excellent baground for
ea world. Unsurprisingly, this represents some ofthe best writing to date for the 2300 line. And
what would Traveller, even 2300, or any other
SFRPG, be without aliens and xenomorphs (more
commonly known as ora, fauna and fungi (or in
Traveller short form, Animals)), and this adventure
has both. reats, ambiguity, and conspiracy exist in
abundance for both seings, and as the adventure
unfolds there is only a partial solution to the maer
revealed, giving the referee lots of room to expand
the campaign (especially for referees conversant
with the 2300milieuthere are lots of winks and
nudges to other previously released products).
is perhaps leads to an obvious question: Is
Mongoose producing the same quality of stu as
GDW for 2300, given the advances in tenology
and regressions in terms of economy? at is where
some of the problems that I had with this product
resided. e artwork is phenomenal, but Studio 2s
printing of it is rendered like a bad photocopy of aphotocopy, faded and bleeding into the page rather
than the sharp, clear and distinctive images that ap-
pear in the PDF. Mongoose may employ profession-
al editors and layout sta but this adventure does
not reect that. Rather than having information clus-
tered in appendices at the end of the book, they are
clustered at the end of ea adventure. Similarly,
although the writing style is very strong and evoca-
tive, it does have not a cohesive core; it feels like
there were several adventures sewn together wrien
at dierent times. Although this quilting of prod-
ucts is quite common in the RPG industry, some-
times even bringing dierent writers together to
work on segments of the same project, good editing
keeps the project on tra. But one gets the impres-
sion of deadlines for publication, making this work
feel like a rushed job and a solo eort (or of a very
small group of people). In the days of GDW, projects
(Continued from page 2) were often done by small groups, or even just the
Keiths but it seems like there was a greater degree
of editorial oversight that went into those products.
However, with Grendelssaga, the writer and line edi-
tor are the same person. is has the result of pro-
ducing a very tightly scripted line (with ample roomin the sandbox for others to play), but quality and
diversity is somewhat diminished from the GDW
days.
Perhaps a problem inherited from the GDW
days is the question of how to write an adventure
(methodology) for Travelleror 2300. Mu of Trav-
ellerdoes revolve around Marc W. Millers personal
vision and design philosophy for RPGs, whi is
both sandbox and structured. In most cases, I do
agree with an integration of solid, easy to play rules/
simulations with fuzzier social science notions like
history or politics. So, I will grant you, maybe, it is a
maer of personal preference, but I do like a clear
structure to adventures that I buy whi allow them
to be played right out of the box with minimal prep-
aration, not so mu in narrative, but layout. For
Traveller, it came together with DGPs nugget for-
mat; for D&D, it is the purple prose box. ese days,
gamemasters do not have time to wade throughrealms of data to construct encounters. It is sad, but
nevertheless a fact. Furthermore, newer players can
easily become lost in the reams of data before geing
to the crux of the encounter. Grendelssaga reads
mu more like a sourcebook than an adventure.
I do not know if Mongoose (or Mongoose writ-
ers) feel hostage to a particular style of writing ad-
ventures, but, guys this methodology is not work-
ing. It is common knowledge that adventures are the
least sold component of any game system because
they are only bought by one member of the group
the Gamemaster hence the popularity of their for-
mat in PDF whi makes visual aids readily availa-
ble. On the other hand, PDFs do not bring people in
the game, quality sourcebooks do. erefore, I im-
plore Mongoose to seriously look into the quality
side of their Travellerproducts this has the possibil-
ity of being fantastic product, if tender, loving, care
(Continued on page 4)
Critics Corner
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4
would be applied to its editing and layout. It is often
said that anyone who holds a Travellerlicense is like
the Golden Goose for Travellerplayers are devoted
because of the unfolding story that is told in theirproducts. en again, the market has become mu
more crowded and sparse, and e Grand Old
Game has to compete against many games with nar-
rativist arcs built-in.
I fear that Mongoose may treading water or ex-
isting in a holding paern around GDW legacies.
at is not to say that this product is not original
and fantastic in its own rightbut the la of editing
and solid art make it uncompetitive in a shrinking
marketplace**.
is is a very, very good adventure, and, if refer-
ees have the time to make the notes and preparation
for it, it can become a truly excellent and memorable
adventure. It has all the right elements to make
something truly wonderful. Nevertheless, it comes
ba to the tale of the Goldilos and the ree Bears
no eort should be spared to make it just right.
Whi for Mongoose means tightening up the writ-
ing and most especially the art.Art does cost a lot of money both in terms of
engaging the artist to get buy-in and to have a
consistent look. Mongoose has done a fantastic job
with their covers; interior artwork often leaves mu
to be desired. e marketplace has moved to full col-
our and detailed bla and white drawings one
does not need a budget like Hasbro, as Pelgrane
Press shows. Just thoughtful and good editing, as
Chaosium shows in the seventh edition of Call of
Cthulhu, and good solid writing as Arc Dream
shows. Furthermore, I do get the feeling that Mon-
goose is increasingly viewing RPGs as a dying art
form, it may well be in the former heartland of the
United States but in all my travels in Europe, Latin
America, Asia show there is a huge resurgence of
interest in RPGs. Not to mention, a younger genera-
tion of players just waiting to come onboard with
RPGs. And, this younger generation is one that has
(Continued from page 3) grown up with MMORPGs how are the publishers
of legacy lines bringing that younger audience
whether we talk about demographically or geo-
graphically. So, I am not certain that Mongoose is
wise in sacricing quality for quantity at this partic-
ular moment in time.For me the answer lies in improving aesthetic
look of a particular product. A picture does tell a
thousand worlds. Traveller, even in its 2300incar-
nation, was part of that story. e frontiers of explo-
ration and the creative energies of excitement that
went into Travellerwas coupled with the Space Race
and Star Wars, and it is important to get writers and
artists on board to recreate that same sense of won-
der. e entire canon of Traveller now resides on
PDF the task for Mongoose is to really transform
what a bun of wargamers did in the mid-1970s
into a completely new, yet, familiar product.
I believe the original GDW did this very well
with MegaTraveller and Traveller: e New Era even
though they lost the core Golden Age SF fans, they
tapped into a ri vein of popular culture whi had
taken a turn to the dark and was able to siphon o
some of that creative outpouring into Traveller. I do
not see Mongoose doing the same. Consequently, ifGrendelssaga were the beneciary of su an invest-
ment in improving the editing and ensuring great
artwork, it would be truly memorable. Now, it
stands along with something that I have as a re-
source for the world of Grendel (not even the Star
System) and an adventure that I may run once. Great
adventures, like e Keep on the Borderlands or e
Traveller Adventureor Walker in the Wastesbecome the
stu of legend and bestow a particular aura.
Make the investment, and one will always reap
the benets mu later on whi is, I think, the sto-
ry of Traveller. Would I recommend this product?
Most certainly! Would I tell Mongoose to tighten
things up? Most certainly! Otherwise, they run the
risk of killing the Golden Goose. Colin Dunn is an
extraordinary writer with an astonishing grasp of
the 2300 universe, and this was very clearly a la-
bor of love, sweat and tears. It is then incumbent up-
(Continued on page 5)
Critics Corner
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5
on the publisher to respect that work by supporting
it with beer layout and editing. I know economic
times are tough. However, that also means that there
is glut of graphic designers and graphic artists allwilling to ply their trade. And, if Mongoose needs
recommendationsI know people.
**Although RPGs did go through a brief resur-
gence in the beginnings of the 2010s, the Great Re-
cession has taken a big bite out of disposable in-
comes whi has included spending on RPGs.
erefore, we still represent a small nie of the hob-
by market. And, it becomes incumbent upon pub-
lishers of long tail products/lines to maintain a high
quality product lest consumer abandon the line alto-
(Continued from page 4) gether. e problem with Traveller5is that it is a be-
hemoth of a product, and structured as an RPG
toolbox rather than a game. e market does not
need a toolbox. It needs a city to be built and popu-
lated. Traveller has had many incarnations of
toolboxes but every dedicated Travellerplayer willtell you what keeps them buying is the ri tapestry
of history that takes the player/referee on a journey
from a time before the rst hominids to the Heat
Death of the Universe.
I do believe Mongoose is aempting this with
other parts of the Traveller line namely the Alien
sourcebooks and anticipated full-colour ird Impe-
rium sourcebook. However, as D&D shows, you
have to pay aention to aesthetics, or risk losing fur-
ther market share.
Critics Corner
Active Measures
Nightfall
by Miael Brown
Synopsis: While sheltering from a solar storm,
the PCs ght for their lives against a mysterious ene-
my.
Seing:Any Imperial system, but there is more
plot tension if the mainworld is high-te, high-
population (Trade Classication Hi or Ri).
Materials Needed: A set of deplans for a
Broadsword-class Mercenary Cruiser, found in Ad-
venture 7: Broadsword, or Journal of the Travellers Aid
Society #8, noting the modications indicated in the
text below. Available from DriveruRPG.com or
FarFuture.net.
StormfrontAfter jumping insystem, the crews long-range
sensors warn them of an incoming front from a mas-
sive solar storm so intense that even the ships ar-
mored hull oers lile protection. ey are still at
least a day from the systems mainworld or any oth-
er body with a magnetosphere; the storm will hit
long before that. It is assumed the ship has insu-
cient fuel to jump again.
Fortunately, the sensors also detect an asteroid
of sucient mass to provide some shielding, if the
group lands on its leeward side. e pilot must hit
the proper approa vector, whi takes enough
time that upon arrival, there is not mu time before
the storm hits. As they draw near enough, they de-
tect another starshipa Broadsword-class Mercenary
Cruiseralready down on the surface. It looks like
her captain had mu the same idea as the PCs. e
asteroid is large enough to accommodate both ships.
e other craft is unresponsive to communica-
tions hails. A detailed sensor scan reveals that it ap-
pears to have suered a somewhat rough landing;
the four landing legs are rmly grounded but slight-
ly damaged. Still, whoever was piloting the vessel
managed to put it down more or less intact. As theheroes move even closer, PCs with a Naval or Scout
service baground can tell that the ship is long past
its prime; old and baered; still spaceworthy but al-
most certainly decommissioned.
Derelict
e referee should keep careful tra of time; the
storm hits the asteroid 12D minutes from the mo-
ment the PCs land and will last 1D-3 (minimum 1)(Continued on page 6)
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6
Active Measures
Most of the ships systems are powered down,
mu of the lighting is either low-level or o entire-
ly, and the computer is running in standby mode.
Anyone wishing to wake it up from any terminal
other than the main one on the bridge will be asked
for an entry code. is code can be also be haed(as above, DM: Computer; takes 3D minutes.)
Once the PCs enter the ship, the referee no long-
er has to tra the storm, but will need the Broad-
sworddeplans to run the rest of the adventure.
Madman
As the team explores, the descriptions below de-
termine any subsequent encounters. One encounter
is an exception: Jeric Shaardashu (see NPCs) is the
only human survivor. He moves freely about theship, and may encounter the heroes early on. Ea
time the party enters a de, throw 6 on 1D for him
to also be on that de and determine the ance of
him to detect the PCs. He will then shadow them
until he is discovered or cates one of them alone.
en, he viciously aas with a large spanner (treat
as cudgel). Remember to e for surprisehe will
be trying to aieve it. If he does not win surprise,
he simply aas the nearest PC. See below for de-
tails of his behavior.
If Shaardashu is not initially on the de, throw 6
on 1D once per hour for him to enter the de.
Infected
Anyone making physical contact with Shaar-
dashu is endangered by the vessels real menace: a
dangerous alien bacterium, harbored deep within
his brain. Its particulars and its eects are outlined
below. e brain damage it has caused is treatable,
but not by the resources onboard.
Daybreak
Simple survival means success for the PCs and
the end of the adventure. When the solar storm
ends, it will be safe for them to depart the asteroid.
Rewards for the group could be substantial.
ey will have an intact (if old) Broadsword-class
starship with over a million credits in its safe, cargo
in its hold, and personal valuables of various crew
(Continued on page 7)
days. While the combination of the asteroids mass
and the starships hull can shield the party from the
worst of the radiation, enough passes around and
through that being caught outside means a fataldose. Anyone caught outside during the storm takes
2D hits radiation damage immediately and an addi-
tional 1D hits per week for 2D weeks until they die
or get medical treatment of Te Level A+, whi
must include a course of anti-radiation drugs. e
referee may impose more detailed damage (cancer,
blindness, etc.) if needed.
Certainly, the heroes could simply hunker down
in their own ship and wait out the storm, but they
will probably want to explore the cruiser to nd out
why it does not respond to hails.
e cruisers landing spot is quite uneven. e
nearest clearing for the PCs own ship is 800 meters
away. Traveling overland to the derelict will cause
movement penalties for rough terrain and the aster-
oids microgravity. Of course, an auxiliary vehicle
ignores su penalties.
One of the landing leg airlos and lift is dam-
aged and inoperable. e other is secured with akeypad whi requires an entry code. e code can
be haed (throw 12+, DM: Electronics; takes 1D
minutes), or they can force their way inside with
tools, or blast their way in with weapons or explo-
sives. Other entry options include locating a mainte-
nance access port, or accessing the airlo at the top
of the ship. is hat is also keypad-protected, but
allows access to the ship from A De. It is assumed
the heroes enter the landing leg.
As the airlo opens, the unprotected body of a
male human falls out. He is dressed in a uniform
indicating he was a crew member aboard the ship,
the Stella Polare. Any aracter will assume that he
was spaced, but a cursory inspection by a PC with
Medical skill will reveal that he was strangled rst.
Upon leaving the lift, the team will be on the
cruisers H De; refer to the key below.
(Continued from page 5)
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7
Active Measures
ere are strange events occurring throughout
the ship that may appear to the adventurers as para-
normal activity. All of them have rational explana-
tions, given in parentheses after the description.
A Deck (Avionics)
No expense was spared to turn this entire de
into an opulent meeting area and dining room.
2. Several well-dressed people are seated around
the formal dining table enjoying a very ri banquet.
ey suddenly take notice of the newcomers; then as
one, come at them with knives or forks, transform-
ing into monsters as they close. e instant any PC
strikes or shoots any of the opponents, the monsters
all disappear. Remember to e for ricoets and
equipment damage. (e presentation holographyequipment is on the fri; it is overlaying scenes from
a 3-D movie onto the actual room).
3. In the fresher lies a mans body, riddled with
bullets. Scrawled on the wall in blood is a message:
ITS HERE.
B Deck (Gunnery)
6-9. Only one double turret is installed, with a
single pulse laser and a sandcaster. e other turrets
are sealed o.10. is room is immaculate but unoccupied. As
the group opens the door they see a gure standing
on the other side of the room. It is just their reec-
tion in a mirror next to a wardrobe of very stylish
clothing (worth perhaps Cr5,000 total). Anyone
looking into the mirror for more than a combat
round sees one of the following, (throw 1D):
1-2: the PC sees himself aging rapidly (perhaps
ten years per second), nally becoming a roed,
worm-eaten cadaver.
3-4: the PC melts, as though made of wax sub-
jected to very high heat, becoming a skeleton in
seconds.
5-6: the PC sees a demonic version of him- or
herself, complete with twisted, inhuman fea-
tures.
(Continued on page 8)
members. But there could be problems from the au-
thorities concerning the nal disposition of the ship
and her former crew. Shaardashu, if he also sur-
vived, will need intensive medical aention. Spooky(see below) would make a great new mascot.
Medical professionals would be eager to get its
hands on samples of the bug, and will take custody
of Shaardashu and anyone else infected. Diseased
PCs can expect to become lab rats for at least several
months as their new patrons seek an eective treat-
ment or cure.
Further adventures could involve traing the
Stella Polares previous course to discover the source
of the illness, traing down the possibly infected
cuer pilot before he can cause a pandemic, or fend-
ing o aempts by unscrupulous individuals who
want to obtain a sample of the bacterium for
weaponization.
As always, the referee should determine the ow
of subsequent events.
Stella Polare
e Stella Polares full bastory is not important
to the adventure. If the PCs salvage her, and it thus
becomes part of an ongoing campaign, the referee
may want to create one.
Despite appearances, the vessel is not a typical
Broadsword. Long decommissioned, she has been re-
ed as a merant ship. Des E-H, whi would
normally accommodate mercenary troops, are now
cargo bays, linked by an elevator. e alterations
allow her to carry 144 tons of cargo, but only 16
crew. She retains the two Modular Cuers, but oneis missing at the beginning of the adventure; the oth-
er cannot laun while the ship is grounded. Modi-
cations unique to the Stella Polare are noted in the
key below. If a room or de is not specically noted
here, the referee should use the original Broadsword
description. e numbers and the de designations
correspond to the original Adventure 7: Broadsword
deplans:
(Continued from page 6)
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8
Active Measures
(e obviously-malfunctioning mirror is de-
signed to aid in clothing selection through holog-
raphy).
12. e bodies of a married couple are in thisstaterooms bed, loed in an eternal embrace, vic-
tims of shotgun wounds. Any PC who stoops to
grave-robbing nds their wedding rings, worth
Cr500 ea.
15. is room is a total wre, its contents ung
violently around. A sear (taking 3D minutes) will
nd nothing of value or interest, but every ve
minutes throw 2D; on 8+, the room suddenly goes
haywire, with everything in the room ying through
the air. Everyone within must throw DEX or less
(DM: +Zero-G Combat) or take 1D hits from ying
objects. e bedlam lasts 1D-3 (min, 1) combat
rounds. (e grav plates are badly malfunctioning in
this room. Shuing them o stops the poltergeist-
like activity.)
C Deck (Bridge)
19. e bridge appears uninhabited except for
someone siing in the command air, facing the
viewscreen, who does not respond when addressed.
Upon inspection, they nd that she is dead of an ap-
parent self-inicted gunshot wound. Status reports
are available from the displays: the ship suered
slight damage from a rough landing. One of the
ships modular cuers is missing; it launed a few
days prior and never returned. No one responds to
hails, but the internal sensors show that someone is
active (this lets the PCs know they are not alone if
they have not already encountered Shaardashu.)
21. e captain/owners executive oce is very
tastefully appointed and currently a horric scene: a
womans brutalized corpse is lying sprawled across
the desk with a crushed skull; a bloody cryssteel tro-
phy lies on the oor beneath. e oce also contains
the ships papers, logs, crew information, and the
ships vault, containing money and valuables total-
ing a lile over MCr1. To break into the vault, the
group must throw 2D for 15+ (DM: electronics skill)
(Continued from page 7) to bypass the keypad or do 1000 hits to the door it-
self. e crew roster (below) lets the party identify
the bodies scaered about the ship. It indicates the
persons role, their gender, and (for the referee) the
location of their body on the deplans. e referee
may make up names as needed. e exceptions areJeric Shaardashu (the sole human survivor), and a
cuer pilot, who previously left the ship in one of
the modular cuers.
23. e ships computer is intact, but is in
standby mode. Only here can the group bring it
online without inpuing a code. It requires 15
minutes to reboot, run a systems e and go fully
active. Once it has, a code is no longer necessary to
access the other terminals.
D Deck (Quarters)27. A man is dead here of multiple stab wounds.
He went down swinging; the room has been com-
pletely wreed.
30. Originally a double stateroom, this room is
now the pursers oce. Ships cargo manifests and
baup nancial records take up a great deal of
space. Scrawled all over many of the scaered pa-
pers are quotes and passages from various literary
(Continued on page 9)
Crew Member Sex Where Found
Owner/captain F C Deck, area 21
Pilot F C Deck, area 19
Navigator M H Deck, area 73-74 (airlock)
Sensors/Communications Operator F B Deck, area 12
Chief Medic M D Deck, area 31
Medic M H Deck, area 73-74 (lift)
Chief Engineer F J Deck, area 85
2nd Engineer F J Deck, area 85
3rd Engineer M I Deck, area 81
Clerk/Purser M D Deck, area 27
Cuer Pilot M A Deck, area 3
Cuer Pilot M (Missing)
Cargo Handler M B Deck, area 12
Cargo Handler
F
G deck, area 70
Cargo Handler M Jeric Shaardashu
Cargo Handler F G deck, area 70
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9
Active Measures
works whi, taken together, indicate a descent into
madness. Once the group organizes the records
(taking most of a day), they can determine that
whatever happened to the ship began with the purs-er, after a speculative venture on a frontier world 2
parsecs distant.
31. e ships doctor died in this room, originally
a stateroom but now the ships sibay. He lies
sprawled across an examination table; empty hypos
scaered all over the oor point to a massive drug
overdose. e sibay is well-stoed to Te Level
B and capable of providing excellent care, although
not up to the task of repairing brain damage. e
computer les contain notes on the doctors frantic
eorts to nd a cure for a mysterious siness on
board. e standard-issue broad-spectrum antibiotic
kit is also open, its contents exhausted (a clue to the
nature of the infection).
34. Nothing is amiss here in the ships galley, but
the group nds a feeding bowl on the oor with
Spooky stenciled on it; obviously a pets name.
E Deck (Quarters)
Troop quarters for a typical Broadsword have
been converted into a cargo hold. e air/raft entry
area and the Ships Loer were retained. While the
group is exploring this de, the communicator in
the area keeps signaling, as though someone were
trying to call in. If answered, the adventurer hears
only static interspersed with the mysterious whis-
pering rst encountered on H De. (is is merely a
fault in the damaged communications system)
50. e ships loer has been broken into; mostof the equipment and weapons are gone. ere may
be some usable items left, at the referees discretion.
53. e air/raft is still present, but has been bad-
lyand deliberatelydamaged.
F Deck (Quarters)
Troop quarters for a typical Broadsword have
been converted into a cargo hold.
(Continued from page 8) G Deck (Quarters)
Troop quarters for a typical Broadsword have
been converted into a cargo hold.
70. At the area marked on the original deplans,
the group nds the grisly sight of two dead women;
one crushed against the bulkhead by a cargo han-dling unit, the driver of same dead of a gunshot
wound to the head.
H Deck (Marshalling Deck)
73-74. e PCs nd in the non-functional lift
shaft (the opposite of the one the party used) the
hanged body of a young woman, dressed in medical
scrubs. Her eyes still hold a look of absolute terror.
77-80. e adventurers sense something in the
hold with them, and an intermient whispering justat the edge of their hearing. Whatever is in there is
small and quiet, but every now and then makes a
telltale sound behind the crates. As soon as one of
the party investigates, something suddenly leaps,
hissing and spiing, at them! e shoed group
then cates a glimpse of a large white housecat
darting behind other crates. is is Spooky, the
ships mascot (see below). e whispering seems to
come from all around, and is hard to pinpoint. (e
communications system is damaged. e computers
aempts to repair it has caused a cross-interface
with recording devices, so the whispering is actually
normal crew conversations looped ba at very low
volume. Manually reseing the system from the
bridge stops the strange whispers.)
I Deck (Drive Deck)
81. A low inhuman moaning, accompanied by
the sound of raling ains, breaks the stillness of
this de. Traing the sound reveals equipment still
cycling in an isolated area, but it is the body of a
middle-aged man that captures the partys aention.
A securing ain has been wrapped around his ne
and taken up by the equipment. e drag on the
meanism is producing the moaning sound. Doc-
tors among the party can conrm that he indeed
died from strangling, but not before a struggle.
(Continued on page 10)
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10
Active Measures
J Deck (Lower Drive Deck)
85. e ships jump drives are located here.
ere has been an explosion; the maneuver drive
components have not been badly damaged (so the
ship can take o once repairs have been made), but
repairing the jump drive will require several weeks
in port. Two women were victims of the explosion.
Various meanical and engineering tools are
scaered about, some buried in the victims bodies,
suggesting they were tryingbut failedto x a
problem with the drive.
NPCs
Spooky, the ships cat
When rst encountered, Spooky is very agitated
but will respond to kindness. He can detect when
someone has been infected (and behaves strangely
when they are near) and can serve as a warning that
something is wrong.
Jeric ShaardashuA49964 Age 26 Cr12,500
2 terms Merant
Meanical-1, Streetwise-1
Shaardashu has been a crew member aboard the
Stella Polare for six years, but was never really ac-
cepted by the crew due to his upbringing on a rough
-and-tumble planet. A bulky fellow with an aptitude
for meanical work, he is the sole human survivor
of the crew, having wated his shipmates fall one
by one to the malady. e disease has made him an-
gry and violent, almost brutish; his eective INT is
2, rather than his normal 9 (and the referee should
administer the progress of the disease as outlined
below). He will not respond to reason and is driven
by a compulsion to kill.
The Alien Disease
e ailment, a bacterial infection, was pied up
on a frontier planet (in the sense of not being highly
developed or populated) by the (now-dead) purser
(Continued from page 9) and spread quily through the ship. An infected
person is asymptomatic (but contagiousthe dis-
ease can be spread by tou or other close contact)
for the rst 1D-3 days, except for being a bit more
tired and irritable than normal, but after that, the
patient experiences severe electroemical and hor-monal imbalances, expressing as pain, anxiety, rage,
and a progressive dulling of higher brain function. If
left untreated it will eventually cause dementia, co-
ma, and death. Treatment takes a week, after whi
the victim begins healing per the rules for recovery.
Game eects: Upon opportunity for infection,
throw 7+, modifying the roll as follows: -1 if ex-Scout
or inoculated; -1 if END 6-; +12 if END 4-. If the ar-
acter becomes infected, throw 1D for the length of
the asymptomatic period. At the end of that period,
throw presentation period of 1D hours (this repre-
sents the onset of the severe symptoms, not the time
since initial infection). At the end of the presentation
period, throw 3D and evenly distribute the result
among the victims STR, DEX, END, and INT, apply-
ing any remainder to INT. Once per day, throw the
current END or less to avoid losing another point of
INT. e subject will meanwhile suer the symp-
toms outlined above, and will display great, evenmurderous, rage. e person is, of course, highly
contagious. If INT falls to 2, the victim must throw
END or be incapacitated with seizures, a number of
them per day per original point of END. If INT falls
to 0, the person lapses into a coma.
Animals can sense infected persons and react
strangely when they are near. is could be a clue to
astute heroes that something is wrong.
For all the organisms speed and deadliness, it isrelatively easy to kill with a specic type of antibi-
otic. at particular type is not carried in shipboard
medkits, but is commonly found in planetside medi-
cal centers of TL A+. A full, eective course of su
drugs takes a week. e players may gure out that
a course of antibiotics and hormonal therapy can
cure Shaardashu, but su a regimen is not available
until they can get him to a hospital.
Weight Hits Armor Wounds & Weapons Action
Pouncer 6 kg 6/3 none -2 claws, teeth A0F0S1
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11
The Nightstalkers
by Miael Brown
e Imperium spans 11,000 worlds and a time-
line of more than 1,100 years. Within those bounda-
ries are countless tenology levels, legends, ru-mors, and oddity. e majority of it is well under-
stood, having been subjected to the rigors of scien-
tic investigation or exposed to the light of truth
and facts. Other things arent as well understood,
but are on the frontiers of inquiry and bleeding-edge
resear; the Imperial Resear Stations typify mu
of this. Still other phenomena arent the subject of
scientic inquiry, but are constantly subjected to dis-
cussion and unscientic analysis by the citizenry.
But out in Charted Space are things stranger
still. ings known only from whispers in starport
bars. ings lurking in the shadows, making the un-
wary their prey. ings that elude the best minds
and the nest science. ings even 57th Century citi-
zens can only deem supernatural.
When su strangeness manifests, it sometimes
does so in a manner that requires that it be dealt
with in some fashion. us, there must be a group of
people able to do so; trained to investigate, identify,and if necessary eliminate su supernatural threats.
Su a group has been operating in the Imperium
since the dawn of the empire. ey call themselves
the Nightstalkers (We Dare the Darkness).
Introduction
e Nightstalkers ocially designated Imperi-
al Interstellar Scout Service Subsection X are a spe-
cial clandestine bran of the Scouts, arged with
investigating events and objects that many wouldconsider within the realm of the paranormal. e
oces existence is only apparent as a line item in
the Scout Service budget (assuming one knows what
to look for) and is known only to the highest levels
of the Scouts, the Sector Dukes, the Ardukes, and
perhaps the Emperor.
Although their primary mission is the investiga-
tion of paranormal and other events otherwise un-
quantiable, they also investigate instances of fringe
or rogue science (including the seming of the ste-
reotypical mad scientists); quietly remove any An-
cient artifacts found by citizens; and secure and con-
tain any items and events that they judge to present
a threat. To perform their duties, they have access tothe best tenology Imperial science can oer and
have security classications that allow them access
to almost any information they need.
History
ere have been similar investigative bodies on
many worlds. Terra itself boasted several, including
one sponsored by a powerful religious organization
and one reporting to a law enforcement agency on
the North American continent. Indeed, the Terrans
had a fascination with the preternatural out of pro-
portion to its historical level of scientic inquiry.
Comparable organizations also existed on Vland,
Sylea, Zhdant (especially given the presence of An-
cient devices and psionics), pre-MaghizDarrian, and
other human-seeded worlds throughout known
space. e Terran eorts are the best known; thus,
the Nightstalkers can arguably trace their distant
origins to Terra.
e current incarnation was founded on Sylea
around the time of the commissioning of the Sylean
Federation Scout Service, the forerunner of the II.
e legend surrounding Subsection Xs creation
holds that during the expansion of the Sylean Feder-
ation, a subject race unearthed something that was
unidentiable as tenology-based and whi they
sought to use against the Syleans. e investigation
of this unknown object fell to a minor oce consid-
ered largely useless at the time. Over time, the SFrealized that other incidents its agents were encoun-
tering also failed to map to the rational, and the
oces scope broadened to encompass these as well.
After operating for 20 years in obscurity, the nas-
cent Subsection X found itself in a quandary when
an aempt was made by the Sylean Federation Navy
to take it over. e navy had been wating Subsec-
tion Xs eorts for some time, and thought some of(Continued on page 12)
Kurishdam The Club Room
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12
their discoveries would make eective new weap-
ons systems. e Subsection resisted, but they found
the very secrecy that protected Subsection X was
used against it; they couldnt appeal for outside aid,because ocially they didnt exist. And the SF
was stymied by threats from higher up to have their
funding slashed if they didnt comply. A deal was
nally struthe details remain a mysteryand
the Navy agreed to leave the agency alone. It was
also about this time that the Subsections members
adopted their unocial nameNightstalkersand
its equally unocial moo We Dare the Darkness,
taken from an Old Sylean book.
At the outset, funding for the edgling organiza-
tion was a problem. Creative bookkeeping helped,
as did arging fees for ridding an area of threats
(capturing and removing ectotheric creatures
ghostsproved especially lucrative) and selling a
few of the less-dangerous items to the government.
e establishment of several trusts ensured a steady
initial ow of credits, and discreet approaes to
several inuential and sympathetic nobles within
the early Imperial court helped in the passage ofseveral laws whi indirectly kept the organization
adequately funded.
e history of the Nightstalkers has not always
been positive, however. ey have made several
powerful enemies, including a cult that holds a ma-
lign extradimensional gure in high regard. e
Nightstalkers bales against the cult and their pa-
tronwhi occasionally rage todayhave become
legend among Subsector X agents.
During one of these conicts, a high-ranking
leader of Subsection X came under the thrall of the
being, and it took the opportunity to do great dam-
age to the institution. Once the threat was ended,
the Nightstalkers remaining leadership expended
great amounts of eort and money toward nding
something to protect the organization in case some-
thing similar occurred. at item was found on a
bawater world near the Great Rift. Its existence is
(Continued from page 11) known only to the highest eelons of Subsection X,
and its whispered that its something capable of
bringing down the entire Imperium if misused.
Soon after, the Nightstalkers made a friend in
the person of a rimward Arduess. Fueled by
both her belief in the supernatural and her deeppoets, Subsection X underwent a period of up-
grade and expansion that saw it become a true Im-
perium-wide investigative body. e relationship
stayed close until the Arduesss death; her suc-
cessor did not share her views and ocially cut ties
with the organization, although he couldnt do away
with the large endowment she left.
e Nightstalkers today still pursue their work
into the paranormal, although they have a dedicated
foe in a powerful supernatural nemesis and its dedi-
cated followers. An additional problem is their
funding; while adequate, it is nowhere near the lev-
els they enjoyed almost a millennia ago.
Mission
e Nightstalkers mission is to investigate unex-
plained phenomena (including, but not limited to:
fringe science, paraphysical (psionic) events, and
paranormal and supernatural occurrences); deter-
mine whether they are benign; and neutralize, con-
tain, or destroy them if not. To perform their mis-
sion, the Nightstalkers employ cuing-edge Imperi-
al tenology and have access to the nest minds in
the empire, both esoteric and mundane. ey also
enjoy near carte blane to deal with the supernatu-
ral as they see t, especially if its determined that
its dangerous.
e Nightstalkers maintain secrecy at all cost in
order to do their work without undue inuence.
Scope
e Nightstalkers operate anywhere the II op-
erates. Some are based at Scout bases; others roam
space in Type S Scout/Couriers. Members fulll their
Scout duties unless the uncanny is encountered;
then, the nearest Nightstalkers are activated and
given eective jurisdiction over the investigation.
(Continued on page 13)
Kurishdam
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13
While Subsection X has no jurisdiction in extra-
Imperial space, the leaders tend to look the other
way if a group needs to violate a border to investi-
gate weirdness. Regardless, no Nightstalkers haveever ocially ventured into any major extra-
Imperial polities.
Recruitment
e Nightstalkers ranks are small and not re-
lled unless theres a true need. e Subsection then
goes through Scout Service records looking for like-
ly candidates based on psyological tness, securi-
ty clearance, tolerance, and (recorded or inferred)
prior contact with the unknown. e prospect is
then discreetly monitored for a time to discover any
physical or aracter aws that might hinder their
handling of the preternatural. (S)he might even be
included (through records manipulation) on a
Nightstalker operation. Once the nominee has
passed what amounts to a secret veing process, a
delegation will approa with a recruitment oer.
During aracter generation, referees wishing to
run a game featuring the supernatural can simply
assume the PCs have already gone through this
veing process. Otherwise, ea time the aracter
cycles through the tables, the referee should make a
secret unmodied Enlistment throw. Success means
the Nightstalkers have determined the PC would
make a good candidate for their ranks and makes an
oer. e oer can be refused, in whi case its not
made again and the nominee is mind-wiped to safe-
guard the Nightstalkers anonymity.
A PC accepted into the Nightstalkers gains anautomatic Paranormal-1 skill. Because members of
Subsection X deal regularly with things and events
that y in the face of rationality and shake the mind
to the breaking point, new members are put through
a test to determine their Stress Tolerance (STT), the
mental strength the aracter can call upon to pre-
serve their sanity. Determining STT is simple in
game terms: average the PCs END, INT and EDU
(Continued from page 12) (rounding up). is should be listed along with
skills and psionic disciplines (example: Stress-7).
Ea time the PC encounters something extraordi-
narily strange or frightening, a throw of STT or low-
er on 2D is required to avoid losing a point of INT.
is normally only occurs once per adventure, uponinitial exposure to the phenomenon, although the
referee determines what constitutes extraordinarily
strange or frightening. e referee should also de-
termine at what point a PCs INT loss begins to spill
over into madness; 1/3 of normal is suggested.
To generate the Nightstalkers career, few ang-
es need be made. If using Book 1: Characters and Com-
bat, use the following as either a replacement or sup-
plement for the Advanced Education skills table:
If the aracter is being generated using Book 6:Scouts, use the following procedure: after acceptance
of the Nightstalkers oer, and determination of
STT, ea assignment result of Special Mission is
actually a Subsection X mission. Use the following
tables to determine the outcome:
Special Mission (Nightstalker)
Survival 6+
Skills 5+
e PC should also make a STT throw.
If the result indicates the individual has earned a
skill, throw on the table on the next page.
In any case, the aracter gains an automatic ini-
tial service skill of Paranormal-1.
(Continued on page 14)
Kurishdam
Advanced Education
(Nightstalker, EDU 8+)
1 Fringe Science
2 Paranormal
3 SOMAT
4 Paraphysics
5 Conspiracy
6 Continuum Science
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14
New Skills
Conspiracy: e individual is skilled in recog-
nizing and investigating events that are thought to
be the work of individuals or organizations secretly
working beyond the knowledge of Imperial society
and authority. Conspiracies typically go beyond
mere political mainations or classied infor-
mation. PCs with this skill can tell when an event is
mere happenstance or has unseen hands guiding it.
Continuum Science:e individual is skilled in
investigating phenomena and devices that alter thevery fabric of reality, including reality-warping An-
cient devices, su as instant maer transporters, so-
called time maines, and interdimensional portals.
Fringe Science: e individual is skilled in re-
sear that departs from or violates mainstream sci-
ence, including the study of Ancient scientic ad-
vances. Canon examples include many of the lines
of inquiry undertaken at Imperial Resear Stations.
SOMAT:(Supernatural and Occult MATerials.)Individuals with this skill are trained in the han-
dling and disposal of supernatural or occult hazards
Examples include containment of ectotheric crea-
tures (ghosts or phantoms), removal of unknown
and/or harmful substances, and transport of cryp-
tids (extremely rare and/or preternatural animals.)
Paranormal: e individual is skilled in recog-
nizing and formulating plans to deal with phenome-
(Continued from page 13) na so far outside the range of scientic plausibility it
can only be termed supernatural; su as ghosts,
shapeshifters, magic, and other events that defy sci-
entic examination or explanation.
Paraphysics: e individual is skilled in the
study of psionics, psionic activity, and electronic de-vices that utilize or extend psionic abilities, su as
the thought-controlled devices aboard Zhodani ves-
sels and many Ancient devices. e PC can also dis-
tinguish the paraphysical from the paranormal.
Equipment
e Nightstalkers use a bewildering array of
equipment, from primitive (holy symbols and salt,
for example) to the most advanced available. It
comes from an equally bewildering array of places,
from the most primitive bawater worlds to avant-
garde R&D labs. Sometimes previously conscated
items are drawn from the armory and used against a
current threat.
Of course, the best equipment is useless without
knowledge and information. e Nightstalkers
maintain databases of all known preternatural
events and creatures; this database is updated with
ea visit to a Scout base by encrypted transmission
and is accessible only by active Nightstalkers with
the proper security clearances.
Since Subsection X is part of the II, Type S
Scout/Couriers are the starships most often used.
Specially-outed Animal-class Safari Ships also
serve, especially when the quarry are cryptids.
Scout/Couriers assigned to the Nightstalkers have
been specially equipped with tanks designed to hold
ectotheric or occult menaces.
RelationshipsSubsection X operates from the deepest shadows
of the Imperium. Almost everyone, even rank-and-
le Scouts, are unaware of its existence. Knowledge
of Subsection X is kept conned to the highest ee-
lons of the II and nobility of Social Standing F+,
including the Sector Dukes and the Ardukes. Not
all Emperors have been told of the organization; its
not clear whether Emperor Strephon has been.
(Continued on page 15)
Kurishdam
Die Skill Earned
1 Fringe Science
2 Paranormal
3 SOMAT
4 Paraphysics
5 Conspiracy
6 Continuum Science
7 +1 STT
8 +1 EDU
DM +1 if EDU 9+
DM +1 if 3+ terms
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15
Kurishdam
laws, mos rationality, and sinks its teeth into ba-
nality. It is not for hard science devotees.
e Nightstalker campaign includes the fantas-
tic, whether created by the referee, or borrowed
from other sources. Anything is fair game in adven-
tures featuring Subsection X. Want the team to en-counter a haunted house? Stop an interdimensional
incursion? Bring down a rogue sorcerer? All of those
plots are possible, and more.
As seen in su popular fare as e X-Files, con-
spiracy can be a large part of events. e referee may
want to create one or more behind-the-scenes pow-
ers who are manipulating events for their own ends.
For example, perhaps the Vilani Shadow Emperor is
ba, and implementing a secret plan to restore the
Ziru Sirka, or the group has stumbled onto Ar-
duke Dulinors plans to assassinate Emperor
Strephon. All thats needed is a powerful person or
group with means and a nefarious plot.
Unauthorized people who stumble across a
Nightstalker operation are dealt with in dierent
ways depending on many factors. In most instances,
they are simply mindwiped, and all knowledge ofwhat theyve experienced is removed. Sometimes
merely discrediting a subjectmaking them seem
like a prankster or a crapotis enough. Rarely,
someone who is unusually persistent, credible, or
vocal has to be made to disappear (dont ask)
Campaigning
Referees wishing to use this material must be
prepared for a wholly dierent kind of Traveller
campaign, one with two levels. On the surface,things are as theyve always been, complete with
starships, patrons, and pursuit of prot. But under-
neath is another world, one of darkness, monsters,
and weird happenings. is world laughs at natural
(Continued from page 14)
Critics Corner
Career Companion
reviewed by kaa
Career Companion. John Was
Gypsy Knights Games hp://www.gypsyknightsgames.com
59pp. Softcover or PDF
US$15.99(S)$6.99(P)/UK10.48(S)4.58(P)
is review originally appeared on rpg.net in May of 2014, and is
reprinted here with permission.
Half of this book, I did not like and the other half
is truly brilliant.
However, together they do make a very good
supplement to what is already on the market inGypsy Knight Games Alternative TravellerUniverse
the Clement Sector.
To begin with, what I do not like is the uplifting
lesser species into sentience usually referred to as
Uplifts. Uplifts in contemporary Science Fiction are
a good substitute of reinforcing the alien-ness of Sci-
ence Fiction without having to resort to creating al-
iens. And, aliens are tough to do. Unquestionably,
(Continued on page 16)
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16
TravellerCON/USA 2015 will be taking place October 911, at the Lancaster Host Resort and Conference Cen-ter in Lancaster, PA. Participant and referee registration is open; the full weekend is $30 (age 12+ only) and may be
paid at the door. (Vendor registration is closed.) Play sessions are four hours each, with five roleplaying and two
miniatures tables available each session; most have been filled, giving you a wide variety of games to play in,
watch, or (if permitted) kibitz. There is a discounted room rate at the Resort; mention TravellerCON when placing
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Critics Corner
the worst in Travellermight nd some merit. But, in
my own opinion meh.
en comes the best parts of the book whi jus-
tify the whole cost of the item. New aging rules up-
date Traveller from the 1950s, when life expectancy
was lower. Rejuvenation and genetic therapies.ese rules bring Travellermore up to date with fore-
casts of Science Fiction when the genetic revolu-
tion will mean being able to live longer and look
younger.
Next up is the revision of the Social Standing sta-
tistic, for here we have an improvement of using So-
cial Standing akin to Credit Rating or status within
society.
Next up we see the additional modications for
dierent careers. And, this in my humble opinion is
the most brilliant part of the book. Travellersince its
inception has rather mundane careers/classes. In
most cases, they reect an older sensibility in regard
to Science Fiction, where careers were thought of as
extensions of 1960 careers. e career follows the
same logic, except, it cleans up the tables for life
events to bring them more in line with a more griy
and realistic set of events. Mongoose tables for the
most part represented some the most gonzo of situa-tions in some of their outcomes. is provides a use-
ful corrective against gonzo play.
e rules are good and solid. ere is very lile
in the way of purple prose, but the artwork is good
and really sets the mood, even though (like previous
Gypsy Knights Games oerings) its all Poser art.
everyone can have Klingon surrogates based upon
the Shgunshoku but after a while that becomes a
cli; more interesting is to speculate what forms of
new civilization will appear as we adapt to life
among the Stars. Poorly done uplifts will feature lots
of dierent civilizations that are dwarf-
like due toadaptations to heavy gravity worlds or aquatic mer-
folk or when dolphins/bears/apes or even killer
whales have been given sentience. However, I do
recognize that my opinion is not shared by all. And,
indeed Traveller throughout its history has had up-
lifts. us, what Gypsy Knight Games have done
here is merely continuing a trend a trend that was
pre-established. Fortunately, the uplifts are not as
bad as those found in GURPS Traveller Humanitibut
it does come fairly close. Where there is room for
Uplifts it involves giving them a culture and a
unique signature rather than cloning some pre-
existing culture. And, this is where Traveller (and
sadly, Gypsy Knight Games) has goen sloppy. I
would hold that uplifts in Dune or the works of Da-
vid Brin are done right but here we are treated to a
skety and vague culture that is a pastie of other
Science Fiction worlds, ranging from the Planet of the
Apesto a crude facsimile of Brins work. So, unfortu-nately, while the rules here are good, they revert to a
more ildish version of Traveller than I play or
would describe Traveller to others. However, those
who played with GURPS Humaniti (and there are
some good cultures in there) or Traveller20 whose
Gateway races were abhorrent and represented
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17
Changes of Mind
by Andrea Vallance
Part 2
228th of 2029 (054-98): Protectorate Central
Command Complex, Daramm.
We toued down and eed in. It was mu
easier than our previous visit. I even got a salute
from the young korneeton the security desk. Except
Ara and Siish, the others were puzzled at that.
Jane was the rst to ask, OK, Isabella, how
come the salute?
Sakuya seconded before anyone could even
think of talking. Yeah, whats with that?
If youd care to recall, I was actually an ocerin the Imperial Navy.
Ariaryn spoke with his usual slow deliberation
No, eager young korneets do not salute Imperials.
ey precious rarely salute their own ocers. ats
reserved for the silver hats4.
Jane kissed her lover. Yeah, so spill.
Dodge. Oh, I dont know, youd have to ask
him.
Sakuya taled my dodge like an overenthusias-tic puppy. Yeah, Issee, why? He gave me a really
nasty look.
I really dont know why youre all so interested
in this. It was just a salute.
Ariaryn again. Yes, slow and deliberate, his
very sharp mind turning, the only other one he sa-
luted was Siish, or Siishubuu Manish Vebmral to be
more precise.
Uncomfortable. Its really not important, he just
did for some reason.
Jane wanted answers. Siish, is there something
we dont know about our dokhtor?
If Isabella doesnt want to answer, she doesnt
have to. So drop it. Sometimes a big brother is
handy.
Jane did not look happy at this, but, Okay.
Sakuya however was not so easily deterred. He
looked at me almost pleadingly. Why, Issee?
Raconteurs Rest
Ara took his hand; she had a way with him.
Its okay, Sakuya, not important.
He looked at her, curious still, but her answer
was enough for him, at least for now.
Kirsovs oce was as plain as ever, guess thehead of bla-ops for the Protectorate needs to ap-
pear mundane and mediocre. His trusty seror, her
hair in its usual neat but boring style, was there to
greet us. I wondered about her; Im sure Kirsovs
secretary would be far more than simply an ecient
clerk. e geenant will see you shortly; I may get
you some refreshments?
You should never underestimate Ariaryns pow-
ers of observation; I missed it. Hes been promot-
ed? A statement far more than a question.
Her answer, simple, straightforward and as un-
informative as ever, Yes.
We didnt have long to wait, hardly enough time
to drink our teas, or coee in my case and juice in
Sakuyas, before Kirsovs door opened. Im glad Id
nished mine. A smartly dressed Imperial Admiral
emerged with Kirsov. His eyes fell on me immedi-
ately. Isabella, its been awhile.
For the second time today, everyones eyesbored into me, including Siish and Aras this time.
Yes, Darius, eight years at least, I think.
You are looking well. It would seem the Protec-
torate agrees with you.
I nd myself comfortable here. And you are
looking well too; promoted, I see.
Yes, a few years ago. My career has been pro-
gressing well. It would seem youve gone into a sim-
ilar line of work?
A no, a simple ships qua by trade.
Mmmm your presence here would seem to
dispute that, dear.
You havent been in a position to call me dear
for a long time, Darius. But your presence here is
interesting.
He smiled like some grinning cat playing with a
mouse. We must cat up while Im here. He
proered a card. My comm while Im here.
(Continued on page 18)
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18
Raconteurs Rest
My ship leaves tomorrow, sadly.
Im free tonight; dinner?
I started, Sadly, I think and thats when I
noticed Kirsov. Dont know what, but there was alook in his eyes, not sure how to describe it, encour-
aging, you could tell he didnt want me to answer
no. Curious, I paused to think. It had been a long
time and he had nothing to do with what happened.
But, yes, why not? I glanced at the card; an ad-
dress, a hotel in Waicir. Ill meet you at your hotel,
we shall say six, yes? I made a point of phrasing
the question in Lurglic5, a reminder to him of what I
was now.
He grinned, Good, and you have any ideas
wed go where? Hed got the point.
Ara piped up, Iesejks; was wonderful when
we went there, wasnt it, Isabella, yes?
Yes. I returned my aention to Darius, Yes,
Iesejks
He bowed slightly to Ara then me, Excellent, I
shall look forward to it.
When he left, the others almost instantly turnedon me, wanting answers. Ara got in rst, Okay, so
who is he and how do you know him?
I thought for a moment, what to tell them,
should I tell them? Yes, important: Darius Vilis, I
was involved with him when I was in med sool.
He was only a commodore then, but prey high up
in Naval Intelligence.
Siish now, And hes here because...
Don't know, honestly, a ule, And doubtIll nd out over dinner. But Kirsov had wanted me
to, he obviously had a reason and I wanted to know
what that was: So,geenant, why do you want me to
see him?
Just might be useful to have somebody close
to him in the future.
at would make the second time in as many
days somebody had hidden something. I was ready
(Continued from page 17) for that to stop. Yes, but here and now. Not like
you didnt know we were coming. So, why?
He wasnt ready for it to stop, however. Exactly
why I said. Very rm and quite clear he had no in-
tention of budging, but I could tell he wasnt relaxed
any more either.I considered a moment; no, not worth pushing
right now, not in front of the others. I smiled, not
like I couldnt get to see him alone if I wanted;
Mother had seen to that a long time ago. He was
wating me as I contemplated and I could see his
relief when I let it go.
So, we should all come in to my oce and get
on with the task at hand?
He waited for us to get comfortable. So, Siish
has lled you all in already?
He took the lead, as usual; a natural leader, my
brother. Only the barest detailsgeenant,
Well, a prey straight forward mission: travel
to Kalu Marasiin, nd a dead ship thats oating
there. Vias,Augusta-class bale cruiser, killed in one
of those minor bales during the war. Retrieve her
datacore and bring it ba. Siish has a ip with all
the details. Nice easy job for you all.
I wasnt nished with him and I wanted him to
know And asking why would be pointless, I as-
sume? It would have autowiped when she lost. Plus,
not like anything on it would be remotely current.
He leaned ba in his air and grinned, Your
le covers just how determined you can be, Lieuten-
ant. at stung; my Imperial rank, it really stung
and he knew it. He wasnt leing go either. But fair
question. Your le also covers your intelligence andloyalty. Not let go, but not unfair either. e Au-
gustas are one of the Imperiums latest ships6. A key
unit in their eet. About three months ago one of the
survivors, an Imperial but Luriani, has come to us.
Wants to rejoin his people. e was a gap, a look of
disdain. Yes, any Luriani in Imperial space had a
reason to leave now, I suppose. Its not pleasant be-
ing the enemy. He tells us the kaptanhad just reset
(Continued on page 19)
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19
here, memories still raw. I forgot a moment that Vu
was beside me. Say one for the Luriani, they do
know how to make a ship look good.
I looked up at Raledenet, she was beautiful. Yes,
its important to us. Many things are. Us, I was Lu-
riani now, it was important he knew that.
Mmmm, yes, I suppose they are. I imagine the
crew will not be happy to see me.
No, they won't.
Well, shall we get this over with?
Yes, Vu lul, I think so.
ey were waiting in the common room, siing
there impassively and they were all armed. ey
waited a moment when we entered before Siish
spoke. Youre allowed in your stateroom and in the
common areas, nowhere else. You understand that?
Vu remained expressionless, Yes, kaptan.
And if you break that rule, we will shoot to kill.
You understand that?
Blank, deadpan. Yes, kaptan.
Youll be under my and Ariaryns eye every
moment.
e rst cra in his expression, a tiny smile
Yes, I imagine I will be. I really dont want anyproblems. Ill just stay in my room for the most
part.
Siish did not reciprocate. ree jumps and then
well drop you o at the scout base at Kalu Marasiin,
all done.
Sooner Im o your ship, kaptan, happier every-
one will be, I do understand that. Now, if youll
show me to my room, Ill be out of your way.'
Siish turned to me, Stateroom six, right next toAriaryns. Show our guest to his room, please,
Isabella. We lift o in twenty minutes. Ariaryn will
be preparing dinner as soon as we enter jump. Ba
to Vu, Youre free to join us. I wouldnt want you
leaving with an inappropriate impression of our
hospitality.
(Continued on page 20)
the autowipe when she died, so there is actually a
ance it wasnt purged, a good one. Looking over
the sematics would be a big help if we ever have
to face the Imperium again.
Yes, I can see that, but surely as soon as they
realise weve got it, theyll take steps to make sure
it's not valid. Codes and frequencies can be anged
just in case something like that happens.
He laughed, Yes, so its important you all make
sure they dont realise weve got it.
229th of 2029 (055-98): A docking bay,
Daramm Up
My dinner with Darius had gone surprisinglywell. e food was certainly excellent. Hed lost
none of his arm, and I must say he was still just as
aractive as when I was a 22-year-old med student.
e conversation had been a bit stilted to start with;
he clearly was pumping me to nd out why Id been
in Kirsovs oce. Obviously he, and by extension
the Imperium, were less than fully aware of my situ-
ation. However, a couple of things he let slip gave
me the distinct impression he was not totally igno-
rant of it, either. Still, there did appear to be genuine
concern as to my well being here; he certainly want-
ed to know why Id stayed. For my part, I did en-
quire into what hed been doing the last eight years.
He was just as good at avoiding answering those
sorts of questions as when wed been together. I
found myself strangely nostalgic after. My life in the
Imperium seemed so far away now, another life en-
tirely. A tinge of melanoly about what Id lost. But
it was good to see him again, never thought I'd seeanyone from that life again, especially him.
Vu and I had headed for the up port without the
others; it seemed best. So here we were, standing in
the doing bay where hed tried to take Sakuya less
than three weeks ago. It was uncomfortable being
(Continued from page 18)
Raconteurs Rest
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20
236th of 2029 (062-98): Offices of Imperial
Intelligence, Alsuy
Sector Chief Meiz Nohmonaa looked over theles once again. e situation was bad. To say Sa-
kuya Trace was a valuable asset, as the les did, was
an understatement. He was an inspired genius; ac-
cording to the testing, his level of intellect appeared
in perhaps one in tens of thousands. His particular
bent, once in several life times, if that. He, of course,
had no idea of what he was; typical for an inspired
genius. In his head were critical secrets that could
not be allowed into hostile hands. But doubtless
they already were. Nothing that could be done
about that now. But what he was capable of aiev-
ing would put whoever he aieved it for to the
front in a vital strategic race. And he could not be
allowed to aieve it for anyone other than the Im-
perium. e report that had just arrived made it
clear Special Agent Vu had failed and failure in this
maer was unacceptable now. Steps needed to be
taken, the Imperium either needed him ba or
needed him dead. It was that simple. She neededsomeone she knew could get this done and had just
the right person. She tapped the intercom. West,
arrange a meeting with Frifrue Teequow for tomor-
row. And order in some jasmine tea.
236th of 2029 (062-98): Lake Umral, Mastiraak
Mastiraak, a nice quiet world, total population a
lile over three million. A bawater, its major in-
dustry was agricultural produce for Stalwart. No-
body ever came here aside from the odd touristlooking for a secret getaway. What passed for a star-
port here was a few concrete blast pads and prefab-
ricated buildings in the middle of a salt at. Perfect
for us; Siish had decided to sti to su worlds.
Less ance of being noticed. We were hauling
twenty tons of farm mainery, ve tons of mail and
four of high te luxury goods. Kirsov had ar-
ranged the cargo, totally innocuous. Most of yester-
(Continued from page 19)
Raconteurs Rest
day had been taken up with its delivery. Siish had
likewise decided taking a day or two for rest and
relaxation would be wise. Most ships do so here; its
a nice place to unwind and we didnt want to aract
aention. I was siing by the shore of a pleasant lake
in the afternoon sun. Id brought Vu. Siish had want-ed to leave him loed up in his room but I pointed
out that might look a bit odd if anyone asked. Hed
been less than keen on the idea. But Vu had been on
his very best behaviour during jump, helping with
ores and joining in at night in the common room. I
had to admit, he had a very good singing voice.
Eventually, Siish had agreed, but he had insisted
that Ariaryn and Jane tag along and they were both
armed. Discreetly; weapons were very strictly con-
trolled here, but Vu was well aware of the fact that
they were. So here I was, on a pleasant spring after-
noon, siing by the water with a man Id been facing
down with a gun a month ago. Hed brought a pic-
nic.
Jane and Ariaryn were swimming; despite Vus
presence, Jane did not want to miss the ance and,
well, Ariaryn really cant say no to her, whatever he
may have thought.
I thought Luriani normally swam naked?
Oh, we do, but its a lile hard to conceal a gun
without a costume, dont you think?
He just grinned, Of course. Some more kemse,
Manish Wa? Its one of my specialities.
I took a slice. He was no Ariaryn, but he was
good. ank you. Im not familiar with Sesheryn
cuisine, but this is quite delicious.
My mother taught me the recipe. She insistedon her ildren learning solid old fashioned house-
hold skills without relying on tenology. She
thought it built aracter and ensured independ-
ence.
is was the rst time Id ever heard him talk of
his family. Normally he avoided personal conversa-
tions. Probably wise, certainly appears to have
worked in your case.
(Continued on page 21)
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21
Raconteurs Rest
She would argue perhaps a lile too mu.
He seemed to be opening up a lile; I was in-
trigued Why would she argue that?
She does not approve of my career. Most of mypeople avoid Imperial service.
I knew this; most Sesheryn were still deeply sus-
picious of the Imperium7, especially after the war.
So why did you oose Imperial service?
He leaned ba. e Imperium is the way of the
future. It will dominate human space, no question, it
just will. And probably a good thing. You ever hear
of the Kkree or the Aslan?
I had, vaguely. Other major races; Id learnt
about them at sool, they didnt seem that im-
portant. Yes, a lile.
e Kkree. Herbivores, unied, huge and hate
all meat-eaters with genocidal passion. You really
want that whole patwork of human states to try
facing them? Or the Aslan, driven by their desire to
conquer land. Either would make short work of the
Protectorate or my Sesheryn, wouldnt they?
If they got here, yes, but theyre a long way o.
Whole sectors away. It would take, what, almost ayear for a Kkree ship to get here, let alone an inva-
sion. Even more for the Aslan.
e Vilani were at least as far from Daramm as
the Kkree and they got here. Your Luriani friends
will tell you all about that. e universe is waking
up, Manish Wa; we need a single powerful human
state or we will disappear.
I pondered this awhile, he seemed quite sincere
and just a tou concerned. Mmmm but the Im-perium. I lived there, was born there, not exactly the
nicest of governments.
He leant forward. Ive read your les, your Lu-
riani friends, just as capable of being he seemed
(Continued from page 20) to be searing for the right word, un-nice. I shud-
dered, drew my knees up, arms around me and
wrapped myself in myself. I just couldnt answer.
He looked, realized, and was horried, Im so sorry
Manish Wa. I had no intention of dragging up su a
painful past.
I just sat and roed, not sure how long,
minutes? Finally I found my voice, Im sorry, too.
But Id like to go now.
e look on his face was guilt; Id seen it on
Mothers. Of course; Ill pa the things immediate-
ly. I really, really, truly am sorry.
I know, but Id like to go.
Notes
Earlier notes appear with Part 1 of the story.
4. Protectorate ocers of ag or general rank.
5. Luriani Anglic, the native language of the
Verasti Dtareen. It uses the same question form as
Standard Luriani where the question is phrased as a
statement with either yes/no or the information de-
sired at the end.
6. eAugusta-class bale cruiser entered service
during the later stages of the Luriani War and incor-
porated many of the lessons from the early ghting.
Intended to rebuild the strength of the Ley and For-
nast eets, only twenty nine were commissioned be-
fore the end of hostilities (with ve being lost). How-
ever, the classs production run continued post war
and for many years they formed the main combatant
strength of the eets opposing the Protectorate.
7. e Sesheryn culture of the Empty Qarter
emerged from Luriani-inuenced free traders dur-
ing the long night. e Sesheryn Feoderate was a
loose alliance of independent worlds that at this
stage was in the process of being absorbed by the
Imperium. e Sesheryn normally retained close ties
to the Luriani and most were strongly sympathetic
to them during the Luriani War.
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22
#18: Tsundoku
I wrote last time about the love of books. Or
should that be obsession? Either way, it does beg the
question from some visitors, particularly younger
nieces and nephews, about whether Ive actually
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